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Author Topic: Dynamic consumer demands idea  (Read 2189 times)

GoblinCookie

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Dynamic consumer demands idea
« on: May 06, 2015, 06:12:49 am »

At the moment the consumer demands of dwarves are limited and fixed.  They demand food, drinks, clothing, chairs and beds but that is it.  The fixed nature of the demands means that the game is hardest at the start since once things are set up for dwarves to meet all their own fixed demands, the game has essentially been 'won'. 

I propose that the demands of dwarves be made dynamic, if all the basic demands of a dwarf (the one's already effectively in the game) are met then they gradually develop new demands based upon their personality; sort of similar to how noble's mandates work at the moment.  Once these demands are met then new demands are created and when they in turn are met even more demands are added (and so on).

Since it would be difficult for the player to keep track of so many demands I also propose that we introduce an unmet demands screen.  When a dwarf has a demand they initially try to satisfy that demand from the stockpiles without informing the player, but if they cannot do this then they will travel over to the office of a noble (so a manager, bookkeeper, mayor or baron) and inform them as to their unmet demands. 

All the demands that have been logged by the individual dwarves then appear on the demands screen.  The demands screen is linked to the manager so that the player can at the press of a button send a group of identical demands over to the manager without the player having to remember the demands themselves and log them in.  These demands would still need to be managed by the manager using their manage work orders labour.

There is great potential here for automation.  Rather than having to manually go through the demands screen in order to meet a particular type of demand, the player can instead set particular types of demand to be sent to the manager screen automatically.  This can be done with presently existing demands on the screen but it can also be done for hypothetical demands, though this would require the player to manually enter them in. 

By implementing this system of centralizing and automating demands, the basic framework for a future AI settlement would also incidentally be laid down. Since the greater part of the work of managing the fortress has now been automated the other necessary AI scripts can simply be tagged on to the demands automation script in order to create an AI capable of managing a settlement.

Dynamic demands are themselves also necessity for the development of a realistic world economy, since otherwise it will likely crash due to lack of demand.  When combined with automation of production orders we also have the basis for further economic developments in fortress mode since dwarves are now capable of developing demands independently of the player and meeting them autonomously.
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NW_Kohaku

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Re: Dynamic consumer demands idea
« Reply #1 on: May 06, 2015, 06:31:52 am »

I like the way you think. 

I started up this thread a while ago for similar reasons, and suggesting similar things. Although being myself, it's massively more verbose.
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Timeless Bob

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Re: Dynamic consumer demands idea
« Reply #2 on: May 07, 2015, 01:39:03 am »

+1 here - this would also have the possibility to create emergent cultural forms if the demands of one dwarf were then picked up by dwarves seeking to either oppose or compete with the demand-maker, leading to a slurry of similar demands or demands for opposing aspects of things - gleaming metals could become unwanted in a "back to the basics" movement took hold and stone furniture became more highly sought after.

Emotion triggers could be tied into this framework: "was interested by" could lead to a demand for a similar item, while "was terrified by" could lead to a demand for security or vengeance (more doors/traps or weapons/armor).
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GoblinCookie

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Re: Dynamic consumer demands idea
« Reply #3 on: May 07, 2015, 06:54:04 am »

I like the way you think. 

I started up this thread a while ago for similar reasons, and suggesting similar things. Although being myself, it's massively more verbose.

Having read them I do not think that our ideas are *that* similar.  You seem to want a cookie-cutter feudalism by which institutions and classes are 'ported in' from history because they existed historically, I on the other hand are working on the present social order that exists at the moment, thinking how we could make the game not come to a halt as it does at the moment in a manner that does not enforce a change of economic/political regime.  For instance....

Quote
At the same time, the manner in which your fortress is governed may change from your current Communist dictatorship where you have full control to a feudal split control between nobles or religious enclaves or even making a mercantile republic where you have less direct control over the actions of your dwarves.

Why would there be any change in the manner in which your fortress is governed when your Communist dictatorship has successfully met everyone's demands in full?  Instead of having a naturally evolving social order the proposal seems to be that we have a series of cookie cutter social orders taken from history.

I am proposing that instead of implementing whole social orders we instead focus on why the various institutions existing in those orders would actually come to exist in the first place.  The ideas of this thread are ultimately an answer to the reason why commercial institutions would arise, based upon the present demands model cloth and weapons grade metals are really the only trade goods that would exist.  Since the former would be exchanged for the latter, that means that world peace would put an end to all commercial activity (since weapons-grade metal is the primary commodity). 

The present caravan system is an example of a baseless cookie-cutter mechanic, caravans arrive carrying various trade goods because that is what happened 'historically'.  It is baseless because nearly everything that is being traded can simply be produced locally with vastly less expense and risk than a caravan entails. 

Once we have dynamic demands however then ordinary dwarves start to demand very specific items, my dwarf does not care for a toy boat made of the locally available material of nickel, it must be made of zinc; therefore I must buy zinc from elsewhere, hence I have to buy zinc from an outside source in order to meet that demand.

+1 here - this would also have the possibility to create emergent cultural forms if the demands of one dwarf were then picked up by dwarves seeking to either oppose or compete with the demand-maker, leading to a slurry of similar demands or demands for opposing aspects of things - gleaming metals could become unwanted in a "back to the basics" movement took hold and stone furniture became more highly sought after.

Emotion triggers could be tied into this framework: "was interested by" could lead to a demand for a similar item, while "was terrified by" could lead to a demand for security or vengeance (more doors/traps or weapons/armor).

Another thing to consider is the possibility of having procedurally generated 'styles' in the game for items that are in code terms are exactly the same.  Demands cannot now always be met locally if you have the needed raw materials because in order to produce things that are styled you have to have a person that is skilled in the given style.  Aside from the situation where someone skilled in the needed style migrates to your fort you then have no way to meet that demand except by buying the item. 

Styles are invented when dwarves (rather beings) become masters of a given craft. The styles are named after the dwarf that invented them but there are also default styles that belong to the civilization and the site entity.  So an item is.

Civ Style X
Site Entity Style X
Person Style X

Unskilled beings always make items of the Civ Style and the Site style of the Civ/Site Gov they belong to but no person style.  Master Dwarves pass styles on to their students/apprentices but if an item actually meets the criteria of actually being made by the Civ/Site/Person it carries the Authentic flag.  Some dwarves demand to own an authentic item, which is a problem when in the present the Civ/Site/Person is dead.  Thus we can get antique items, items that are literally irreplaceable because 'authentic' items can no longer be produced.
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Romegypt

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Re: Dynamic consumer demands idea
« Reply #4 on: May 07, 2015, 05:28:54 pm »

They could also demand bigger rooms, or training in a specific job, or maybe, enrollment in the military.
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NJW2000

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Re: Dynamic consumer demands idea
« Reply #5 on: May 07, 2015, 05:32:04 pm »

OOoooh... enrolment in the military... nice. For narrative.

That set me thinking: how about dwarves get happy thoughts from showing their scars to the good-looking lady or man dwarves? WOuld counteract the fact that soldiers mope so much.

Sorry for irrelevance.
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Romegypt

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Re: Dynamic consumer demands idea
« Reply #6 on: May 07, 2015, 06:34:08 pm »

That is a great idea! I wonder if we would have to mod this, or if toady will add it in himself. I don't even know if he looks over these.
I would say they would get a happy thought if the dwarf reacted well to said scar. Otherwise you may have hideously deformed dwarves being swarmed by ladies, and that's not realistic.

I do like this suggestion, I must say.
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vjmdhzgr

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Re: Dynamic consumer demands idea
« Reply #7 on: May 07, 2015, 06:40:02 pm »

That is a great idea! I wonder if we would have to mod this, or if toady will add it in himself. I don't even know if he looks over these.
I would say they would get a happy thought if the dwarf reacted well to said scar. Otherwise you may have hideously deformed dwarves being swarmed by ladies, and that's not realistic.

I do like this suggestion, I must say.
Toady One does look at at least the initial post of every suggestion thread. Also this suggestion is far, far beyond the limits of modding.
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GoblinCookie

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Re: Dynamic consumer demands idea
« Reply #8 on: May 08, 2015, 08:46:17 am »

They could also demand bigger rooms, or training in a specific job, or maybe, enrollment in the military.

Yes, that is the brilliance of the idea.  Potentially we can make our dwarves want or demand pretty much anything without having really to add in new systems.
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Romegypt

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Re: Dynamic consumer demands idea
« Reply #9 on: May 08, 2015, 10:44:15 am »

TOADY LOOK AT THIS THREAD :D
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NW_Kohaku

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Re: Dynamic consumer demands idea
« Reply #10 on: May 09, 2015, 03:55:26 pm »

Having read them I do not think that our ideas are *that* similar.  You seem to want a cookie-cutter feudalism by which institutions and classes are 'ported in' from history because they existed historically,

That doesn't seem like a fair read of what I was discussing to me...

Rather, the point of what I was writing was that the game needs to model more complex social models in order to keep the game interesting beyond the first year, as currently, the ONLY threats to a fortress that can feed itself comes from external invasions or maybe a tantrum spiral that is easily averted with tons of happy items like legendary dining rooms.  And what drove me to pursue that path more than anything was when I realized just how useless almost every sort of "luxury good" or industries like ceramics are in the current social model of the game.  Since the bare necessities of survival and defense are all that matter, the actual utility of anything but food, clothes, weapons, armor, and masterwork chairs and tables was largely as fluff that received no particular attention. 

I simply chose to model these social structures that would add challenge and a use for trade items on historical precedent because that plays to what Toady and most of the forums tend to enjoy having: Verisimilitude. 

Quote
Quote
At the same time, the manner in which your fortress is governed may change from your current Communist dictatorship where you have full control to a feudal split control between nobles or religious enclaves or even making a mercantile republic where you have less direct control over the actions of your dwarves.

Why would there be any change in the manner in which your fortress is governed when your Communist dictatorship has successfully met everyone's demands in full?  Instead of having a naturally evolving social order the proposal seems to be that we have a series of cookie cutter social orders taken from history.

Because the Communist anarchy you start with cannot withstand having freeloaders that arrive with migrant waves, and hence naturally has to evolve social orders to deal with members that do not explicitly know or trust or are related to the others, and therefore have a vested interest in their survival. 

Simply put, without creating some sort of social strife within a fortress that has managed to get past the basics of survival portion of its lifespan, you create the problem that the game has now: A "Learning Cliff" where all the challenge is pushed into the earliest parts of the game, and is trivially easy from then on.  Even the hardest of external threats is largely something that can be defeated through some method of lockdown and game physics exploit, and the game pretty much explicitly demands you do so at this point, as Titans and other procedural monsters are so ridiculously overpowered that there's no real method of fighting them except cave-ins or obsidian casting. 

To give the game back a natural progression of difficulty, you need to create a scenario where the starting seven dwarves can share and share alike in Communist Utopia, but that all breaks apart as the fort gets more established.  In short, it's a natural progression from a society where everyone knowns and trusts the others and can rely upon them and freely share with one another to one where capitalism has to step in to handle the dealings with strangers and freeloaders...  which seems to be your objective, as well, if not as fully thought through.

Quote
I am proposing that instead of implementing whole social orders we instead focus on why the various institutions existing in those orders would actually come to exist in the first place.  The ideas of this thread are ultimately an answer to the reason why commercial institutions would arise, based upon the present demands model cloth and weapons grade metals are really the only trade goods that would exist.  Since the former would be exchanged for the latter, that means that world peace would put an end to all commercial activity (since weapons-grade metal is the primary commodity). 

The present caravan system is an example of a baseless cookie-cutter mechanic, caravans arrive carrying various trade goods because that is what happened 'historically'.  It is baseless because nearly everything that is being traded can simply be produced locally with vastly less expense and risk than a caravan entails. 

Once we have dynamic demands however then ordinary dwarves start to demand very specific items, my dwarf does not care for a toy boat made of the locally available material of nickel, it must be made of zinc; therefore I must buy zinc from elsewhere, hence I have to buy zinc from an outside source in order to meet that demand.

Again, this is largely why I started the Class Warfare thread. The only way to answer those issues is to create a deeper social dynamic that requires a greater portion of player attention. 

At the same time, because so much of the player's time is spent in micromanagement in the current game, that thread is about how to let things that are micromanaged in the early game be automated gradually as different dwarves take up specific roles within the fort.  This both helps prevent player attention overloading and makes the more complex systems desirable to the player.  (Who wouldn't want a noble position that lets you automate more trees to be felled when wood hits certain minimum thresholds?)

Hence, it pushes player attention away from basic babysitting of workshops towards a more SimCity style of play, where maintaining social order is an actual game challenge.

Again, there's a huge overlap in goals and methods, here.  It's simply a much more fleshed-out plan in Class Warfare.
« Last Edit: May 09, 2015, 04:24:57 pm by NW_Kohaku »
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GoblinCookie

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Re: Dynamic consumer demands idea
« Reply #11 on: May 10, 2015, 08:26:27 am »

That doesn't seem like a fair read of what I was discussing to me...

Rather, the point of what I was writing was that the game needs to model more complex social models in order to keep the game interesting beyond the first year, as currently, the ONLY threats to a fortress that can feed itself comes from external invasions or maybe a tantrum spiral that is easily averted with tons of happy items like legendary dining rooms.  And what drove me to pursue that path more than anything was when I realized just how useless almost every sort of "luxury good" or industries like ceramics are in the current social model of the game.  Since the bare necessities of survival and defense are all that matter, the actual utility of anything but food, clothes, weapons, armor, and masterwork chairs and tables was largely as fluff that received no particular attention. 

I simply chose to model these social structures that would add challenge and a use for trade items on historical precedent because that plays to what Toady and most of the forums tend to enjoy having: Verisimilitude. 

Yes and I have come up with a way to make things other than the bare necessities of survival work that do not require any real overhaul to the social model.  It is obviously going to be far easier and less problematic for Toady One to introduce piecemeal changes than to overturn the whole order of the game. 

This is not an argument against developing the social structure of the game, not least because there are a number of black holes in the game social order, particularly the role of the baron, the role of the monarch, the relationship between the local and central goverment, the role of the family and the education of children.  By this I mean things that are obviously or necceserily part of the present social order but have not been developed fully or at all. 

The reason I consider what I said a fair read is that at one point you actually attempted to actually reference medieval England as a source for an argument.  The modern world is far more similar to medieval England than it is to the dwarf fortress world because we both live overground in the light rather than living in a series of warrens in the darkness beneath the earth.  It is the problem of "but it has dragons" which pops up whenever anyone attempts to argue that a fantasy society must be a certain way because medieval society was that way; but it is taken up to 11 here, since dragons are socially marginally but living in an underground warren is not . 

Because the Communist anarchy you start with cannot withstand having freeloaders that arrive with migrant waves, and hence naturally has to evolve social orders to deal with members that do not explicitly know or trust or are related to the others, and therefore have a vested interest in their survival. 

Simply put, without creating some sort of social strife within a fortress that has managed to get past the basics of survival portion of its lifespan, you create the problem that the game has now: A "Learning Cliff" where all the challenge is pushed into the earliest parts of the game, and is trivially easy from then on.  Even the hardest of external threats is largely something that can be defeated through some method of lockdown and game physics exploit, and the game pretty much explicitly demands you do so at this point, as Titans and other procedural monsters are so ridiculously overpowered that there's no real method of fighting them except cave-ins or obsidian casting. 

To give the game back a natural progression of difficulty, you need to create a scenario where the starting seven dwarves can share and share alike in Communist Utopia, but that all breaks apart as the fort gets more established.  In short, it's a natural progression from a society where everyone knowns and trusts the others and can rely upon them and freely share with one another to one where capitalism has to step in to handle the dealings with strangers and freeloaders...  which seems to be your objective, as well, if not as fully thought through.

There is no such thing as a freeloader.  Some people are poorly motivated to work at certain things, some people work harder than other people, some people are more adept workers than others, some people are mentally or physically unsound and unable to work effectively as a result etc.  But there *are* no healthy people who having been integrated fully into a group would absolutely refuse when challenged by someone in authority over their group to *ever* work at anything at all. 

Yes, some dwarves should be lazier and do less work than other dwarves.  But that will not cause the collapse or 'natural evolution' of anything because for every lazy dwarf that arrives there is a hard-working dwarf, thus the two cancel eachother out.  There is no problem with the *inherant* lazyness of individuals in a population of 1,000,000 dwarves than there would be in a population of 7 dwarves, since every lazy dwarf born or arriving has his hard-working counterpart. 

We never, ever have a communist anarchy (that's gnomoria folks).  We start with a dictatorship of one person, the expedition leader which gives way when the population is large enough to an elected mayor.  Beneath those individuals we have a beurocracy and a military command structure.  I have also yet to face a titan or forgotten beast that can defeat 30 properly trained and equipped dwarf soldiers. 

There is therefore no 'natural evolution' at all.  Someone in power has to make the decision to develop the Communist society into a Capitalist or Feudal one, just as someone in power would have to make the decision to make a Capitalist or Feudal society into a Communist society.  That person does not necceserily do so in a cookie-cutter fashion and he does not even necceserily understand the ultimate consequences of what he is doing. 

Again, this is largely why I started the Class Warfare thread. The only way to answer those issues is to create a deeper social dynamic that requires a greater portion of player attention. 

At the same time, because so much of the player's time is spent in micromanagement in the current game, that thread is about how to let things that are micromanaged in the early game be automated gradually as different dwarves take up specific roles within the fort.  This both helps prevent player attention overloading and makes the more complex systems desirable to the player.  (Who wouldn't want a noble position that lets you automate more trees to be felled when wood hits certain minimum thresholds?)

Hence, it pushes player attention away from basic babysitting of workshops towards a more SimCity style of play, where maintaining social order is an actual game challenge.

Again, there's a huge overlap in goals and methods, here.  It's simply a much more fleshed-out plan in Class Warfare.

Yes there is agreement between us but it is mostly that we both understand and recognise a common problem with certain common solutions.  Yet I basically want to develop the game as it stands while you basically want to replace it with in your own words something like SimCity. This is ominous to me because a simcity is a castle in the clouds built on nebulous economic and political abstractions, while a dwarf fortress is built on the messy details of actual production and actual life. 

I have no desire to see us replace the present freedom we presently have to create and organise a society of our own with a situation where we are nothing but passive replicators and guardians of a society, the development of which we had no influence over and which we do not actually even see at work. 
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GoblinCookie

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Re: Dynamic consumer demands idea
« Reply #12 on: May 10, 2015, 08:27:55 am »

That doesn't seem like a fair read of what I was discussing to me...

Rather, the point of what I was writing was that the game needs to model more complex social models in order to keep the game interesting beyond the first year, as currently, the ONLY threats to a fortress that can feed itself comes from external invasions or maybe a tantrum spiral that is easily averted with tons of happy items like legendary dining rooms.  And what drove me to pursue that path more than anything was when I realized just how useless almost every sort of "luxury good" or industries like ceramics are in the current social model of the game.  Since the bare necessities of survival and defense are all that matter, the actual utility of anything but food, clothes, weapons, armor, and masterwork chairs and tables was largely as fluff that received no particular attention. 

I simply chose to model these social structures that would add challenge and a use for trade items on historical precedent because that plays to what Toady and most of the forums tend to enjoy having: Verisimilitude. 

Yes and I have come up with a way to make things other than the bare necessities of survival work that do not require any real overhaul to the social model.  It is obviously going to be far easier and less problematic for Toady One to introduce piecemeal changes than to overturn the whole order of the game. 

This is not an argument against developing the social structure of the game, not least because there are a number of black holes in the game social order, particularly the role of the baron, the role of the monarch, the relationship between the local and central goverment, the role of the family and the education of children.  By this I mean things that are obviously or necceserily part of the present social order but have not been developed fully or at all. 

The reason I consider what I said a fair read is that at one point you actually attempted to actually reference medieval England as a source for an argument.  The modern world is far more similar to medieval England than it is to the dwarf fortress world because we both live overground in the light rather than living in a series of warrens in the darkness beneath the earth.  It is the problem of "but it has dragons" which pops up whenever anyone attempts to argue that a fantasy society must be a certain way because medieval society was that way; but it is taken up to 11 here, since dragons are socially marginally but living in an underground warren is not . 

Because the Communist anarchy you start with cannot withstand having freeloaders that arrive with migrant waves, and hence naturally has to evolve social orders to deal with members that do not explicitly know or trust or are related to the others, and therefore have a vested interest in their survival. 

Simply put, without creating some sort of social strife within a fortress that has managed to get past the basics of survival portion of its lifespan, you create the problem that the game has now: A "Learning Cliff" where all the challenge is pushed into the earliest parts of the game, and is trivially easy from then on.  Even the hardest of external threats is largely something that can be defeated through some method of lockdown and game physics exploit, and the game pretty much explicitly demands you do so at this point, as Titans and other procedural monsters are so ridiculously overpowered that there's no real method of fighting them except cave-ins or obsidian casting. 

To give the game back a natural progression of difficulty, you need to create a scenario where the starting seven dwarves can share and share alike in Communist Utopia, but that all breaks apart as the fort gets more established.  In short, it's a natural progression from a society where everyone knowns and trusts the others and can rely upon them and freely share with one another to one where capitalism has to step in to handle the dealings with strangers and freeloaders...  which seems to be your objective, as well, if not as fully thought through.

There is no such thing as a freeloader.  Some people are poorly motivated to work at certain things, some people work harder than other people, some people are more adept workers than others, some people are mentally or physically unsound and unable to work effectively as a result etc.  But there *are* no healthy people who having been integrated fully into a group would absolutely refuse when challenged by someone in authority over their group to *ever* work at anything at all. 

Yes, some dwarves should be lazier and do less work than other dwarves.  But that will not cause the collapse or 'natural evolution' of anything because for every lazy dwarf that arrives there is a hard-working dwarf, thus the two cancel eachother out.  There is no problem with the *inherant* lazyness of individuals in a population of 1,000,000 dwarves than there would be in a population of 7 dwarves, since every lazy dwarf born or arriving has his hard-working counterpart. 

We never, ever have a communist anarchy (that's gnomoria folks).  We start with a dictatorship of one person, the expedition leader which gives way when the population is large enough to an elected mayor.  Beneath those individuals we have a beurocracy and a military command structure.  I have also yet to face a titan or forgotten beast that can defeat 30 properly trained and equipped dwarf soldiers. 

There is therefore no 'natural evolution' at all.  Someone in power has to make the decision to develop the Communist society into a Capitalist or Feudal one, just as someone in power would have to make the decision to make a Capitalist or Feudal society into a Communist society.  That person does not necceserily do so in a cookie-cutter fashion and he does not even necceserily understand the ultimate consequences of what he is doing. 

Again, this is largely why I started the Class Warfare thread. The only way to answer those issues is to create a deeper social dynamic that requires a greater portion of player attention. 

At the same time, because so much of the player's time is spent in micromanagement in the current game, that thread is about how to let things that are micromanaged in the early game be automated gradually as different dwarves take up specific roles within the fort.  This both helps prevent player attention overloading and makes the more complex systems desirable to the player.  (Who wouldn't want a noble position that lets you automate more trees to be felled when wood hits certain minimum thresholds?)

Hence, it pushes player attention away from basic babysitting of workshops towards a more SimCity style of play, where maintaining social order is an actual game challenge.

Again, there's a huge overlap in goals and methods, here.  It's simply a much more fleshed-out plan in Class Warfare.

Yes there is agreement between us but it is mostly that we both understand and recognise a common problem with certain common solutions.  Yet I basically want to develop the game as it stands while you basically want to replace it with in your own words something like SimCity. This is ominous to me because a simcity is a castle in the clouds built on nebulous economic and political abstractions, while a dwarf fortress is built on the messy details of actual production and actual life. 

I have no desire to see us replace the present freedom we presently have to create and organise a society of our own with a situation where we are nothing but passive replicators and guardians of a society, the development of which we had no influence over and which we do not actually even see at work. 
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